using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using GameStateManagement;

namespace GuildofHeroes
{        
    

    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        ScreenManager screenManager;
        static public int ScreenHeight = 768;
        static public int ScreenWidth = 1024;

        ////Textures 
        Texture2D backgroundTexture;

        ////Rectangles
        Rectangle backgroundRectangle;
        
        //sound here

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            graphics.PreferredBackBufferWidth = ScreenWidth;
            graphics.PreferredBackBufferHeight = ScreenHeight;

            screenManager = new ScreenManager(this);

            Components.Add(screenManager);

            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            ////Screen Size
            //graphics.ApplyChanges();

            ////Game Background
           backgroundTexture = Content.Load<Texture2D>("Background");
           backgroundRectangle = new Rectangle(0, 0, ScreenWidth, ScreenHeight);            

            // TODO: use this.Content to load your game content here
        }        

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {      //game update logic goes in here            

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            spriteBatch.Draw(backgroundTexture, backgroundRectangle, Color.White);

            //spriteBatch.Draw(heroTexture, heroRectangle, Color.White);           

            // TODO: Add your drawing code here
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
